c468dcbed7
Fixed conflicts during rebase with master
61 lines
2.3 KiB
GLSL
61 lines
2.3 KiB
GLSL
#version 140
|
|
|
|
#define INTENSITY_CORRECTION 0.6
|
|
|
|
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
|
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
|
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
|
#define LIGHT_TOP_SHININESS 20.0
|
|
|
|
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
|
|
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
|
//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
|
|
//#define LIGHT_FRONT_SHININESS 5.0
|
|
|
|
#define INTENSITY_AMBIENT 0.3
|
|
|
|
uniform mat4 view_model_matrix;
|
|
uniform mat4 projection_matrix;
|
|
uniform mat3 view_normal_matrix;
|
|
uniform mat4 volume_world_matrix;
|
|
uniform float object_max_z;
|
|
|
|
in vec3 v_position;
|
|
in vec3 v_normal;
|
|
in vec2 v_tex_coord;
|
|
|
|
// x = tainted, y = specular;
|
|
out vec2 intensity;
|
|
|
|
out float object_z;
|
|
|
|
void main()
|
|
{
|
|
// =====================================================
|
|
// NOTE:
|
|
// when object_max_z > 0.0 we are rendering the overlay
|
|
// when object_max_z == 0.0 we are rendering the volumes
|
|
// =====================================================
|
|
|
|
// First transform the normal into camera space and normalize the result.
|
|
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(view_normal_matrix * v_normal);
|
|
|
|
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
|
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
|
|
|
|
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
|
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
|
|
// Perform the same lighting calculation for the 2nd light source (no specular)
|
|
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
|
|
|
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
|
|
|
// Scaled to widths of the Z texture.
|
|
object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
|
|
|
|
gl_Position = projection_matrix * position;
|
|
}
|